﻿using UnityEngine;
using System.Collections;

public class Node{
    public Vector2[] _OpenList;//开启列表
    public Vector2[] _CloseList;//关闭列表
    public Vector2 _StartPosition;//起点坐标
    public Vector2 _EndPosition;//终点坐标
    public Vector2 _ParseCheck;//父方格
    public float _XPosition;//X坐标
    public float _YPosition;//Y坐标
    public int _GCast;//G方格
    public int _HCast;//H方格
    public int _FCast//F方格
    {
        get
        {
            return _GCast + _HCast;
        }
    }
    //public Node(Vector2 StartPosition, Vector2 EndPosition)
    //{
    //    _StartPosition = StartPosition;
    //    _EndPosition = EndPosition;
    //}
    //public LayerMask Mask;//所在的层


}
